Aily Posted July 27, 2011 Posted July 27, 2011 You can replace your mesh.frag with this, and all your scene will be highlited by "fresnel" effect. In top of shader there have line #define AILY_FRESNEL_HIGHLIGT 1.5 To control fresnel contrast. mesh.rar Quote "Better" is big enemy of "good"
Josh Posted July 27, 2011 Posted July 27, 2011 I've done stuff like this before. Basically, anything that uses the normal to change the shading will break up the flat look. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Canardia Posted July 27, 2011 Posted July 27, 2011 Isn't the FPS cost for a screenspace shader much higher though than adding a few pointlights to illuminate the ambient areas? Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■
Richard Simpson Posted July 27, 2011 Posted July 27, 2011 Does this work in the editor? Do I need to turn anything on? It just looks the same to me. Quote Intel core 2 quad 6600 | Nvidia Geforce GTX460 1GB | 2GB DDR2 Ram | Windows 7. Google Sketchup | Photoshop | Blender | UU3D | Leadwerks Engine 2.4
Aily Posted July 28, 2011 Author Posted July 28, 2011 Does this work in the editor? Do I need to turn anything on? It just looks the same to me. Yes, it working in editor Nothing needs to turn on. You try to decrace ambient light, and it's effect much vissible on rounded surfaces. Quote "Better" is big enemy of "good"
Richard Simpson Posted July 28, 2011 Posted July 28, 2011 Yes, it working in editor Nothing needs to turn on. You try to decrace ambient light, and it's effect much vissible on rounded surfaces. Oooh, Thanks. Quote Intel core 2 quad 6600 | Nvidia Geforce GTX460 1GB | 2GB DDR2 Ram | Windows 7. Google Sketchup | Photoshop | Blender | UU3D | Leadwerks Engine 2.4
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